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Drowned God - Walkthrough
THIS WALKTHROUGH IS PRIMARILY FOR THOSE WHO THOUGHT THE GAME WAS,
OR NEAR IMPOSSIBLE. SORRY I COULDN'T GET IT OUT SOONER. THERE'S LOTS
OF EXTRAS THAT PERTAIN TO THE GAME, THINGS SOME GAMERS WERE LIKELY
TO OVERLOOK BUT WASN'T NEEDED FOR COMPLETION.
CONTRARY TO WHAT SOME REVIEWS STATED, THERE IS RIME AND REASON TO
THE GAME AND IT'S RIDDLED WITH HINTS AND INFO IF ONE WERE TO JUST BE
A BIT MORE PATIENT.
I'VE HAD A GREAT DEAL OF HELP AND A BIG BIG BUNCH OF HELP FROM
PH who resides around PwrP1@aol.com
Author: GEORGE ISON by way of rdison@kih.net
DROWNED GOD
Conspiracy of The Ages
BEQUEST GLOBE and BINAH.
In this game, F or F1 means forward once. R means turn right. L means
turn left. You start the game in the Bequest Globe. Click on the Ancient
valve-operated computer, you will be asked to type in your name. In
turn, you'll receive your Sacred Number and Sacred Symbol, which you
will need to remember for the remainder of the game. Click your sacred
symbol and each picture. Once you have your sacred number and symbol,
enter the Crypto wheel just to the right of the computer. Click on one
of the two hot spots (either 1 or 9.) Once you enter the Crypto wheel
you can either go up to Kether, or down to Malchut first. In both places,
you must enter the room and click on the monitor in the middle of the
room. After the message, a number will flash on the screen, remember
this number. Once you have both numbers (3 and 8), leave the Crypto
wheel and go back to the ancient valve-operated computer. Enter the
numbers, 3 and 8, then press ENTER. You now have access to the first
Realm, Binah. Go back to the Crypto wheel and click on the hot spot
corresponding to number 2. You will enter the Realm of Binah, to the
interior of Stonehenge. Turn left once. Walk through the Temporal
Gateways until you reach the Armored Torso. (Note, there are four
possible places to go in the Stonehenge formation: the Armored Torso,
the Helmet, Merlin's Oak, and the Beach.) Enter the Armored Torso. Turn
right, F4, and L to the Shield Puzzle on the back of one of the chair.
Click on the puzzle to start. The object of the game is to connect all of
the nodes without crossing the line you have drawn.
The solution:
Click the very bottom, then the next three spots counterclockwise. Click
next circle in, then next five spots clockwise. Click third circle in,
then next five spots counterclockwise. Click in to center circle, then
three spots clockwise. Click next spot out to lower left, then up one.
Left one and down one. Click very outer spot at lower left, then back to
starting point at bottom. After you solve the puzzle and see the vision
of the Holy Grail, walk out of the room through the same door you entered
to see more visions. Your reward for solving the Shield puzzle is the Tower
card. Place it in your inventory. Once the visions are finished, you can
turn around and enter the Armoured Torso once again. This time, you'll see
an alien craft rather than the Round table. Walk over to the computer where
the Man In Black was standing. You must select your Sacred Symbol, slide
the symbol for Binah time (the Grail, top symbol), and click on the position
for Binah on the Crypto wheel (the top right corner of the square. Once
you've successfully selected these three elements, click the large green
button and the alien craft will rise. An elevator down to Leonardo's Workshop
is revealed. DonÆt go there just yet.
Turn right, forward one, left, forward one, right and click the door in
the Armoured Torso. Walk nine steps to the Stonehenge formation and turn
right twice. Go forward to Merlin 's Oak. Note: by turning around in the
middle of the Stonehenge formation, you'll change where the temporal gates
will transport you. Once you find Merlin's Oak, click on the three drawers
until you release the Elemental. One pattern that works to release it is to
open the bottom drawer first, then the middle, and finally the top drawer.
Once you release the Elemental, it will guide you to the beach. Turn around
and go forward four steps into the Stonehenge formation and turn right twice.
Walk forward through the gate that the Elemental opens for you. Walk to the
water's edge, turn left and click on the figure to summon the boat. Get on
the boat, and you will be taken to Avalon. Enter the tower building and you
will face the Knights Templar puzzle. A DIFFICULT solution to this puzzle is
found on page XXIX of the game manual. The goal is to remove the last flame
or flames so that only the chalice remains, thus forcing the Knight to drink.
NOTE: you will always lose the first game because the Knight places the
chalice on a stable square. Thus, you must win the second and third games.
You must remove the flames so that when they are gone, the chalice is on a
shaded square for the new active board dimension. If the chalice is on a stable
square, it will always be on an unstable square at the next turn. Likewise, if
itÆs on an unstable square, itÆs always possible to make it stable on the next
turn.
Since you go first in the second game, turn away from the board and SAVE
GAME. Turn back to the board and always place the chalice in a corner. Quite
often, the board will change and leave only the corner chalice and four
flames in a row with the chalice. If this does not occur, turn away from
the board to reset it. Turn back to the board and try again.
When you finally get four flames in a row with the corner chalice, get rid of
the flame next to the chalice and you win the second game. You can also win
the third game by resetting the board.
THIRD GAME: Keep resetting the board until the knight places the chalice in
the middle square on any edge. Then, get rid of the next row of flames from
that edge. You should end up with the chalice and only two flames on one side
of it in a row along that edge. If not, reset the board until you do have the
chalice and two flames together, for instance OOCFF. O means empty squares.
Then all you have to do is get rid of the flame next to the chalice. I once
had to reset 12 times, but still I was guaranteed a win. Once you beat the
Knight, an elevator will appear behind him. Get in the elevator and turn around.
Go up to visit Morgan Le Fay and click the light. Here, you will receive the
Star card for getting past the drunken knight. Keep clicking on her till she
repeats herself. Then, take the elevator down to the bottom (2 floors down.)
Get out of the elevator on the bottom floor and walk directly across to the
Priory of Sion book. Place the Tower card from your inventory on the table,
and you'll be able to open and explore the book. You icon will look like a
page at the right edge to turn the pages. This will also unlock the metal door
to Leonardo's workshop. Be sure to look at the illustration on the wall,
behind the book, and checkout its mini-animations by clicking on the hot-spots.
Now, turn left and walk through the white door at the end of the hallway and
enter the Einstein and Newton puzzle. The goal here is to arrange the 4 phrases
from Einstein and 4 phrases from Newton into a logical conversation. Walking
through the right or left door will get a different statement from either
Einstein or Newton. Press the NOW button to start.
The first statement should be from Newton:
ôWhat goes up, must come down.ö
When you hear the proper response from Einstein: (after going through
some doors)
ôNonsense, there is no up or down, there is only infinityö
click the Now button. Always click the Now button after the next logical
statement. Here is the complete list of statements in order:
Newton: What goes up, must come down.
Einstein: Nonsense, there is no up or down, there is only infinity.
Newton: Infinity irrelevant, the solar system is a finely tuned mechanism.
Einstein: Not a mechanism, a highly evolved organism, a figment of GodÆs
imagination.
Newton: Then did God also imagine quantum mechanics?
Einstein: Quantum theory, bah! God does not play dice with the universe.
Newton: No, you do.
Einstein: I did not open Pandora. I did not fill the balloon up.
Once you solve the puzzle, you will receive a metal ball, actually it's the
Automaton's Heart. Place the metal ball in your inventory. Walk back through
the white door to the hall. Walk across the hall until you reach the metal door,
go through the door to enter Leonardo's workshop. Ahead and to the left, enter
the alcove with charts, books, and such. On the right. On the right, look at
the two books on a small table. Look at the map above the table.
Turn right, go forward, turn left, go forward then left. You should be facing
a Star Map puzzle. You must first place the Star card on the holder before
you can proceed. The goal here is to match numbers in each axis to make the
pattern of the Sirius constellation. The axis co-ordinates were found in a
book on a worktable in the alcove. The corresponding numbers on the map are,
in order: 17, 2, 19, 5, 24, and 37. They have to be marked by selecting the
proper number across the top and along the left side. 17 is marked by clicking
3 along the left and 1 across the top. When the others; 2, 19, 5, 24, and 37
have been marked, you'll be able to view Leonardo's secret drawings by
clicking on the button. Click each picture twice, then the button for another
picture. Finally, the screen disintegrates and you receive the Star card
again. Now walk over to Leonardo's bench, where the spinning dial is. Get
close and turn left. YouÆll see a stone plaque with the Automaton's image
on it. Step toward it and place the Automaton's Heart, you received in the
Einstein and Newton room, in the stone to activate the Automaton. Go over to
the Automaton and pick up the Babel Cylinder that it produced for you. You're
now ready to re-visit Morgan Le Fay. Look up, turn right, go to the round exit
left of the large black machine, and open the door. Three steps forward and
turn left to the elevator. Go up two floors to Morgan Le Fay. Put the Star
card on the golden holder and she'll tell you where to place the Babel cylinder.
Once done, she'll give you the Moon card. Get in the elevator and go down two
floors. Enter the round door to Leonardo's workshop and walk through the door
by the Automaton. Continue to a darkened wall and turn right. Go up some stairs
and down the other side. At the bottom on the right is a shield. On the left
is a dark box. Place the Moon card on the box, and the hallway will light up.
SAVE GAME. HereÆs the last puzzle in Binah, Merlin's Retort.
This is a timed puzzle, so you must match the symbols quickly. You can turn
the box by clicking on the left or right edge of each panel. TIP: Initially,
view all faces by rotating the box in one direction. Copy the symbols from
each face. This way, you can efficiently plan your moves. If it gets dark,
restore or just click on the box light behind you. Match all of the pairs,
and you'll be transported back to the interiorof the Stonehenge. Here you
must go back to several places in Binah and set back the clocks. Each place
will have something very simple to do in order to set the time back. For
example, when you go back to Morgan Le Fay's lair, click on the candle to
the right. When you go to the monitor in the alien craft, slide the grail
back into its original position. At Einstein and Newton, press the button
on the dial. At the tree, open the top drawer. Click the revolving clock
to start it backwards. After all areas have been taken care of, you are
rewarded with the Holy Grail. Click the portal and get transported back to
the Bequest Globe, where you can continue your quest for Truth. CHESED. Back
at the Bequest Globe, enter the Crypto wheel by clicking on either 1 or 9,
you can either go up to Kether, or down to Malchut first. In both places,
you must enter the room and click on the monitor in the middle of the room.
In Kether, the upper room, you will receive the Magician card. Walk over to
the world map on the wall and place the Magician card in the holder. Move the
green square up to Stonehenge. You will access information about Stonehenge.
When finished, walk back over to the monitor and receive the code number (4.)
Turn around and go down the stairs all the way to the bottom. In Malchut,
you'll receive the Temperance card. Walk over to the drawing on the wall and
place the Temperance card in the holder. After seeing the painting, walk back
to the monitor to receive the code number (8.) Once you have both numbers
(4 and 8), leave the Crypto wheel and go back to the ancient valve-operated
computer. Enter the numbers, 4 and 8, and press ENTER. You now have access
to the second Realm, Chesed. Go back to the Crypto wheel and click on the
hot spot corresponding to number 3. By walking through the Crypto wheel, you
will enter the Realm of Chesed, starting in the Pyramid area.
The Chesed environment has multiple pathways between the Sun pyramid, the
Moon pyramid, the DNA Ark, and the U.S.S. Scorpio areas. Most of the puzzles
can be solved nonlinearly. The pyramid you should visit first, once you
enter Chesed, is the Horus Pyramid. Follow the long trench to the first
pyramid. Turn right, forward a step, left, forward 3, left, forward 3, right.
Climb up the steps and you'll find the Horus Pyramid Game. The goal here is
to fill in all of the nodes. ItÆs not very difficult. If you want to start
the puzzle over, just turn all the way around. Once you beat this puzzle,
you'll receive a metal ball, which you will place in the plinth at the Oracle
later on. Now to find the Ball Court puzzle. Go down the steps. Turn R, F1,
L, F1, L, F1. The object of the Ball Court puzzle is to raise all of the
stones to make a level surface. One pattern to solve this puzzle is click on
the stone (or stones) in the back row first (while they are lowered.) Once
the row is level, move to the next row towards you. Repeat this until all
the rows are level. One stone remains slanted. Now click on the key on the
far wall. This will open a door and you'll be able to walk into the interior
of the Moon pyramid. Keep clicking on drawing on the wall, and you'll receive
the top half of the Emperor card. You can leave this room now and go out to
the front of the Horus pyramid. Cross back over the stones. Then, R, F1, R,
F3, L. The pyramid next to the Horus pyramid, is the Sun pyramid. Climb up
its steps and you'll find four cards. Pick up the left one and carry it over
to the calendar stone at the top of the Moon pyramid, which is around the
corner from the Horus and Sun pyramids. Turn around and go down the steps.
Then, L, F, R, F3, R, F, R. Go up the steps and place the first card. Go back
for the next card. From the bottom of the steps, L, F1, L, F3, L, F, R. When
you finish placing the fourth card, click the hot-spots around the calendar.
You will receive the Heart Stone from the calendar. With the Heart Stone, you
can access the interior of the Sun pyramid. Turn around and go down the steps.
Then, L, F1, L, F3, L, F, R. Go up the steps and place the heart stone on the
statue. Once you go inside the Sun Pyramid, you'll find a Nine Men's Morris
game on the floor. Maybe some of you gamers remember it from Legend of Robin
Hood. Go up the steps either side of the platform, turn right or left and step
to the center. Turn to the front and step forward to see the floor puzzle.
Click it to start. The computer is tough but beatable. ItÆs easier the more
you play. The goal of the game is to place your markers three-in-a-row. This
is called a Mil. When you place three markers in a row, you get to remove one
of the computer's markers from the game. Of course, if the computer forms
three in a row, you also loose a marker. Once all nine markers are placed,
you move by sliding one of them to an adjacent space. You can move a marker
from a Mil and then return it to reform the Mil and remove one of the computerÆs
markers. This is handy when you canÆt get any of your other markers together.
When you beat this game, you'll receive the bottom portion of the Emperor
card. Now you're ready to go to the Oracle. Walk through the trench directly
in front of the Moon pyramid steps. Walk down through the tunnel and go forward
all the way up until you reach the plinth. Look down. Open the door in the
floor and place the metal ball from inventory in the empty space. This will
fill the Oracle with water so Horus can appear. Be sure to take the metal ball
again, and place it in your inventory, when the plinth door re-opens. (You
will need to place it on the Rod of Osiris in the sub.)
To walk over to the Oracle, turn around and go down the steps to just before
the tunnel. Then, L, F2, L, F2, L, up the steps and, R, F. Horus will appear
and ask you to make the choice of life (alpha) or death (omega) for him. Choose
life (alpha) and a secret door will open in the pool. (Otherwise, you'll need
to enter the DNA Ark via the interiors of the Moon or Sun pyramids.) You will
receive the High Priest card after you make your selection. Go back around front
and go down the right or left stairs to the empty pool beneath the Oracle.
You'll see a doorway. Follow the tunnel until you get to the door with the
bright white light. Turn right and go forward. You'll see the Water Organ. All
you need to do is press any of the keys (in any order or combination) 6 times.
You will then be elevated to the DNA Ark, where you will immediately see Noah.
Turn around and you'll see the tattoo body. To complete the Tattoo Body puzzle,
you must scan the body of the Alien Astronaut and find all four representations
of the Rod of Osiris. Each time you find one, and click on the scanner, you will
receive a DNA sample. After you find all four Rod of Osiris tattoos and receive
all four DNA samples, turn around and walk to Noah. One at a time, grab a DNA
sample from your inventory and place it on Noah's chest. You will receive the
Lovers card after you give Noah all four samples. Click the raised thing on NoahÆs
chest. At this point, you should have the Lovers, the Emperor, and the High Priest
cards. If so, three indentations will appear in Noah's chest. Place the cards
there and turn away. You will be transported to the U.S.S. Scorpio submarine.
You arrive in the engine room. Turn around to see the Rod puzzle, which you
will solvelater. Now find the periscope room (up two floors.) Turn back around.
Then, F4, R, F2, L. F3, L, F3, R. Go straight ahead up some stairs and straight
AGAIN up stairs to the periscope room. Take two steps into the room and turn right.
Here you will find a key around the neck of the frozen captain. Then, L, F, R, F,
L, F. You will see a Morse code chart. In the captain's quarters, you will need
to enter Morse code for the word GENESIS. Once you have the key and the Morse
code for the word genesis, find the Captain's quarters. From the chart, turn left,
then F, L, F7, L, F3, R. Once there, look at the book. Enter the Morse code for
genesis (--. . -. . ... .. ...), on the transceiverÆs red button, at the desk.
Then, click the green button. This will unlock the bathroom door behind you.
Enter the Captain's bathroom. To the right above the light, click the eye icon
to see a monitor. Click itÆs green button. On the desk, go through the memo's in
the folder. The eye icon scrolls the pages and the page icon turns the pages.
You'll find another key behind the last memo. Take it. Now you need to find the
flooded engine room, the room you were in when you transported to the sub. Leave
the bathroom and turn right. Then, F3, L, and straight ahead through two doors to
an intersection. Then, L, F3, R, F3. R, F2, L, F4. Here's the Rod game. You will
have to manipulate the x, y, z, and rotational coordinates of the Rod of Osiris.
First you must place the two keys in your inventory into the two keyholes. Click
them near the upper left of the black and yellow sticker, then slowly move your
mouse to the upper right. You will have four tries at placing the Rod in the correct
coordinates and rotational orientation (right side up with empty rod on the right.)
The puzzle varies the initial coordinates each game. The first thing you should do,
at the start of the game, is move all control knobs to the far left, this is the
0 position. If you turn around, you can see the position of the Rod.
The upper left-hand knob controls the X axis. Each click will move the Rod one
square to the right. (Note that if the Rod is in the rightmost box, it will move
to the leftmost box in one click.)
The lower left-hand knob controls the Z axis. Each click moves the Rod back one
square along the Z axis.
The upper right-hand knob controls the XY axis. Each click moves the Rod down one
square to the right on the X axis, and two squares up the Y axis.
The lower right-hand knob controls the rotation of the Rod. The Rod must end up
vertical, right-side up. You can set this knob to rotate the Rod upright, in the
first control settings movement, then set it back to zero to keep other movements
from changing the upright position.
It's best to change one or two movements at a time. Once you learn the workings
of the coordinates, you might realize that certain controls are no longer needed
and you can turn them back to zero. You have four moves to complete the puzzle
before having to try again. Once you've completed the Rod puzzle, all three
coordinates will be flashing. Turn around and place the Oracle Orb from inventory
on the empty bar end at the upper right. You will be transported back to the
Bequest Globe. DIN. Back at the Bequest Globe, enter the Crypto wheel by clicking
on either 1 or 9, you can either go up to Kether, or down to Malchut first. In
both places, you must enter the room and click on the monitor in the middle of
the room. In Kether, the upper room, you will receive the High Priestess card.
Walk over to the world map on the wall and place the High Priestess card in the
holder. You will access additional information about The Bermuda Triangle, and
The Pyramids in Mexico. Examine both sites. When finished, walk back over to the
monitor and receive the code number (5.) At the bottom of the stairs in Malchut,
you'll receive the Empress card. Walk over to the drawing on the wall and place
the Empress card in the holder. Notice the pieces of the STONE star. After seeing
the painting, walk back to the monitor to receive the code number (9.) Once you
have both numbers (5 and 9), leave the Crypto wheel and go back to the ancient
valve-operated computer. Enter the numbers, 5 and 9, and press ENTER. Turn around
and open the Crypto wheel. This time the number 5 on the wheel will be active.
Click on 5 and you'll enter the third Realm, Din. As you enter the Library,
remember the bookcase you see because you'll need to place the books you find
in this realm there later. Turn left to the desk and click on the book. The title
is a vague clue. The first puzzle on the wall is the Traffic Control puzzle.
Click the map spot, in front of the chariot, to start. You can control the
direction by clicking once on the ball, for each path, at an intersection.
MAKE THE FOLLOWING MOVES: down two stops, over long straight track one stop,
up slightly left one stop, left two stops to bottom of broken track, up new
track two stops to very top, right one stop, down two stops, up slightly right
one stop, down and right to larger exit. Once you solve the Traffic Control
puzzle, you'll receive the Chariot card. Turn away from the solved puzzle and
go toward the door. Fall through a trapdoor in the floor to face the Mechanical
Maze. (There are other ways to proceed, this is a quick one.) In this puzzle,
you'll face two elevators in each room. You must go through either the left door
or the right door. One solution to get through the maze is to go first go Left,
then Right, then Left, then Right, etc., until you make your way through the
puzzle. Once out of the maze, you'll run into the old Relic Hunter. Follow him
around. After he looks through a window of a door, turn around and go F2, L, F3,
L, F. At the end of the corridor with several side passages, thereÆs an oval
shaped door. Turn right and click the dark doorway. The hunter should be here
and turn the lights on. Eventually he'll split in two and kill his other self.
Pick up the Book of Orion and the Relic Hand to place them into inventory. Take
the right door and go straight ahead along the riveted floor. Go between the
staircases and left up the stairs. You'll find Carl Jung's Memory Machine. First,
click the picture, then click itÆs button. On the machine, you must determine
the pattern and position of four characters. Pull the lever to get started.
After each of your guesses, you'll be told how many match and how many in the
correct position. After trial and error, you get the correct pattern. You'll
receive the Flying Saucer book. Turn around. Then, F, R, F, R, F, L. Click the
button under the star drawing. Turn right and go F, R, F, R to the other side
of the same level. Here is Allistar Crawley's machine. First, click the picture
button. Select your Sacred Symbol on the machine, then the eye symbol between
the speakers, to start the animation. When requested, place the Relic's Hand on
the hand imprint. You will receive the Book of Lies. After CrawleyÆs machine,
turn around. Then, go F, L, F, L, F2, R, F4 to downstairs and turn right. Then,
go F2, R. Click on the two dolls. Inside the chest plate of one is two notes you
should read. The other doll will give you the Justice card when you click itÆs
open chest. Some of the posters might be interesting. Leave the Theater, go out
and take the blue steps on your right. Turn left to the subway. Choose the top,
Machinery stop. Leave the Subway. Go up to ground level and turn left to the hut
with a red light each side of the door. Inside, fool around with the controls
till the man gestures at you and goes down an elevator platform. MAKE SURE THE
RED SWITCH ON THE RIGHT IS OFF, then turn around and go back to the Subway. Go
one stop down to the house and exit the Subway. Go up to ground level and enter
the house. Go to the ticker-tape machine thatÆs running. Look at the instructions
which will raise the theater. Turn around and go F, L to the bookcase and put
your three books into it. Enter the secret room. Look at the four posters
around the room to see, Firebird, Gene Isis, Lost Angels, Majestic and their
symbols. These are codes for the Four Server puzzle. Leave through a side pyramid
door, turn left and go back out through the door and down to the subway. Choose
the top Machinery stop. Outside the hut, SAVE GAME! Inside, Set the controls
according to the instructions: temperature 60, small star on, big dial at third
position, purple gauge fully right (NOT 4 like the tape showed), blue gauge fully
left, skull dial off, TT dial on, switch on, far right switch on (cogs turning.)
The man appears and pulls a lever. After the animation, return to the sub and
choose the far right stop (red dot button.) The screen breaks up and you teleport
into the Hackers Caravan. Go to the video screen and click on it. This will bring
up the Four Servers puzzle. ItÆs easy if you carefully do the following instructions:
Click the left pentagon symbol and click the trail to itÆs right to start the
rotating beam toward the pentagon symbol on the right. Keep going till you connect
the two pentagons.
Click the top chalice symbol and bring the beam three chips to the right. Then,
take the beam all the way to the bottom and left to the bottom chalice to connect
them.
Click the top pyramid symbol and take the beam four chips to the left. Then,
down six chips and back right to the bottom pyramid symbol.
Lastly, click the left spoked-wheel symbol and bring the beam down three chips,
right six chips. Then up two chips and left four chips. Next, up four chips and
all the way right. Now, straight down to the spoked-wheel symbol on the right.
You receive the Hermit card. DonÆt click the large triangle for the web site, the
company is out of business. Click the top left icon for info.
GENEISIS for the snake and rod.
LOSTANGELS for the chalice.
MAJESTIC for the pentagon.
FIREBIRD for the spoked wheel.
Click on each small icon in turn and enter itÆs password from the secret room
posters. Yellow scroll buttons are on the left. This isnÆt necessary for game
completion, but thereÆs some interesting reading and some mini videos in one
of the groups! Afterwards, go to the bedroom, turn right andclick on the globe
to return to the subway. Go to the top Machinery stop and enter the hut again.
A card holder appears on the right. Put one of your cards in it. The man
appears and moves a lever to raise the theater. Go back to the subway and
choose the down stop to the house. Back in the secret room behind the bookcase,
use a tarot card on the left arched door to the control room. Use the lever
to move the house up to the theater. Turn around and go to the small pyramid
and open it. Click the base near the symbols head and click on 5 three times.
Each time the head says Fix Me, click on the head syringe. Click a final time
for extra instructions, then the head lowers. Turn left twice, forward, then
right. Go through the door. Just inside and to the left, go down the steps, into
the hole, to the basement. Go forward till you get to the Immortal Man,
Compte Saint Germain. Click the symbol on the left till a red glow appears.
Click it to put it into inventory. Go back up to the theater floor and turn
right to the stairs. Go up the left stairs just to the top. Go left and past
the star drawing to the door. Go through it and continue forward, through some
watery sounding areas, to the Man In The Iron Mask. Click the left speaker till
thereÆs a red glow. Click the red glow to put it into inventory. Now get a closeup
of the plaque. Go back down to the theater floor and leave through the door
between the two staircases. Open the small pyramid again and click the head for
a closeup. Put your star stone into the receptacle. YouÆre asked to choose Iron
Mask or Immortal. Put a tarot card into either space. Return to the Bequest Globe.
CHOKMAH. Enter the Crypto wheel by clicking on either 1 or 9, you can either go
up to Kether, or down to Malchut first. In both places, you must enter the room
and click on the monitor in the middle of the room. In Kether, the upper room,
you will receive the Devil card. Walk over to the world map on the wall and
place the Devil card in the holder. You will access information about two
additional sites, the Four Corner Area in the U.S. and the Great Pyramid of
Giza. When finished, walk back over to the monitor and receive the code number
6. Go all the way to the bottom of the stairs. In Malchut, you'll receive the
Death card. Walk over to the drawing on the wall and place the Death card in
the holder. After seeing the painting, walk back to the monitor to receive the
code number 7. Once you have both numbers, leave the Crypto wheel and go back
to the ancient valve-operated computer. Enter the numbers and press ENTER.
Occasionally, if you canÆt enter the numbers because the cursor is not an eye,
you can probably go ahead and enter the Crypto wheel. If not, youÆll have to
restore. Turn around and open the Crypto wheel. This time the number 4 on the
wheel will be hot. Click on 4 and you'll enter the fourth and last Realm,
Chokmah. Once in Chokmah, turn around from the fence and go to the Hacker's
Caravan trailer and enter by clicking on the mirrored door. Turn left and step
forward. On the left, check out the phone message. Behind you, check out the
secret notebook by clicking the page icon on the right side of the pages.
Check the tape machine on the left of the monitor. Walk into the bedroom and
you might see an alien. Walk into the small room to the left of the couch.
Click on the X-ray machine and you'll access the Brain Implant game. Click
the spot above the lower eyeball to start. The goal of the puzzle is to force
the computer to move to a spot next to you so that you can capture it on your
next move.
The key to winning this game is to go around the triangle in the lower left
corner of the puzzle at the two yellow spots in a row. By going around that
loop, you're piece will be in the correct orientation to always capture the
other piece once you lure it to that area. When you win this game, you'll
receive the Hanged Man card, which you have to give to the Pigman in the Diner.
Walk out of the caravan and go inside the Diner. Go straight ahead to the W.C.
door, taking your time examining the booths. Turn around toward the front door
and you might see some strange lights (Angels?) Walk to the other end of the
Diner and answer the phone (by the pinball machine.) Now move over to the radio.
You must tune in Edgar Mayce's broadcast. The broadcast is on the top line and
about 8 notches over to the right (there are 11 notches total on the top line.)
Once you hear all (or part) of his message, turn around and you'll see a vision
of the Pigman. When the Pigman asks you for an item, give him the Hanged Man
card. In return, he'll give you the Judgment card. When he disappears, turn to
either side. Once back at the Bequest Globe, visit the upstairs and downstairs
rooms just like you usually do. The cards you get will open the locked doors in
those rooms.
Behind each door, pick up another card but don't go further. With both cards in
inventory, SAVE GAME!
Try a card at each of the two locked doors, for nearly identical endings except
for the rooms. YouÆll have to restore after each.
Finally, take the X and VIII cards back out to the main floor and use them on the
Crypto Wheel door for an ending with the aliens.
Author: George K. Ison
by way of rdison@kih.net